Rules of Hand-to-Hand Combat


This document was taken from The Vikings (NFPS) - Constitution and Rules.


The Combat Rules are intended to ensure that all hand to hand and missile combat is as safe as possible whilst remaining enjoyable. The rules change and evolve as does the Society, and are the result of many years experience.

General Points

  1. Weapons must never be edged or burred as such that a cutting edge is formed on the blade.
  2. Combatants may only use weapons which they are trained in the use of and in which they have passed the relevant tests, in displays. They may only train with weapons they are not qualified to use with the permission of the presiding Training Thegn at training sessions.
  3. Never use a weapon against a member of the public or against a member of the Society who has not been trained to receive attacks or who is not expecting an attack.
  4. Never use weapons in an area where a member of the public, or their property, may be damaged.
  5. Arrows and other missiles aimed at a combatant should always be deflected down with a shield and never up.
  6. Any member of the Society who has been prescribed drugs and advised against driving, must not take part as a combatant at a Society event. If they intend to take part as a non-combatant, the Society Health and Safety Thegn or responsible First Aid Thegn should be informed of the condition, in case of accidents.
  7. No warrior should take part in a show or training session when under the influence of alcohol, or prescribed drugs for which they have been advised against driving. Any warrior found at a Society sponsored event to be taking, or under the influence of, illegal drugs will be expelled from the Society.

Target Areas

Combatants are allowed to aim for any part of the body and legs from below the neck (i.e from inside the collar bone) to above the knees excluding elbows, arms, and groin (figure 1). The chest is a legitimate target in both sexes. Shots to the shoulder are within the target area and should always be taken, to discourage opponents from aiming closer to the head.

Off Target Areas

It is forbidden to land a blow on the knees, shins, calves, feet, elbows, hands, groin, neck, or head (figure 2). Any blow to the haed or neck, however well controlled or how good the opponents protection may be, results in the offending warrior being defeated. He/she should then allow themselves be killed by their opponent. Hits to other off target areas may be ignored but, if taken in view of the audience, should be acted out as a wound before continuing with the fight.


(figure 1) The WHITE area shows the Legal Target area for Valid hits by cuts and slashes with any weapon. The SHADED area is the Off Target area.


(figure 2) The WHITE area shows the Legal Target area for Valid hits by thrusts. The SHADED area is the Off Target area.


(figure 3) The SHADED area shows the areas where it is forbidden to deliberately aim a blow.


Minimum Protective Equipment

All warriors taking part in any type of hand to hand combat at shows or training must wear the following equipment:

All female warriors who intend to take part in any hand to hand combat at shows or training must have the following additional equipment:

Archers who will not be taking part in any hand to hand combat need only wear a helmet. Archers that may also participate in hand to hand combat must comply with the above.

Weapons and Equipment

All weapons and equipment must comply with the Society Authenticity regulations and technical specifications. All weapons and equipment will be examined prior to a show by the Society Combat Training Thegn or his/her designated representative. Any that are considered unsafe will not be allowed on the field until repaired.

The following weapons and equipment are permitted to be used by warriors in combat, once they have successfully completed the appropriate weapons assessment:

Protective Equipment

  1. Helmet - The minimum requirement is a steel or hardened leather skull cap which may be concearled within an authentic hat. Must be safe for wearer and their opponent. Visible helmets must comply with authenticity regulations.
  2. Vambraces/arm guards - The minimum requirement is two stiff leather vambraces which cover the wrist and forearm. Where practicable these should be worn under the sleeves of a tunic. Must be safe for the wearer and their opponent. Visible vambraces must comply with authenticity regulations.
  3. Gloves - The minimum requirement is stiff leather gloves that give protection to the hands and fingers. Must be safe for wearer and their opponent. Gloves must comply with authenticity regulations.

Weapons

All weapon blades must conform to the Society technical specifications. The edges of all blades must be rounded. All blades must be kept free from burrs and weapons must be checked prior to the start of a show or training sessions. Both swords and scramaseaxs should be covered in a scabbard which complies with authenticity regulations.

  1. Shield - Shields should be no bigger than three inches past the elbow when held against the arm by a centre grip. This should give protection from the shoulder to the knee. Shields with a metal rim should be kept free from burrs and have rounded edges. Shields must comply with authenticity regulations and be in a safe condition for use on the field, as judged at the pre-show safety check.
  2. Sword - Sword points should comply with Society technical specifications. Sword blades must not be made from mild steel and must not have hardened edges. Swords must comply with authenticity regulations.
  3. Scramaseax - Scramaseax points should comply with Society technical specifications. Scramaseax blades must not be made from mild steel and must not have hardened edges. Scramaseaxs must comply with authenticity regulations.
  4. Hand Axe - The forward point of the axe head should comply with Society technical specifications. Hand axe blades may be made from mild steel and may have hardened edges. It is recommended that axes be case hardened. Hand axes must comply with authenticity regulations.
  5. Long Axe - The maximum length of a long axe should be such that the warrior may rest his chin on his hands whist leaning on his axe. The forward point of the axe head should comply with Society technical specifications. Long axe blades may be made from mild steel and may have hardened edges. It is recommended that axes be case hardened. Long axes must comply with authenticity regulations.
  6. Spear - Spears should not be more than seven feet long. The end should comply with Society technical specifications and be flattened out or have a bulbous point. Spear heads may be made from mild steel and may have hardened edges. Spears must comply with authenticity regulations.
  7. Javelin - Javelins should not be more than 4.5 feet long. The end should comply with Society technical specifications and be flattened out or have a bulbous point. Javelin heads may be made from mild steel and may have hardened edges. Javelins must comply with authenticity regulations.

Hits

All hits to an opponent should be made in such a way as to give an impression of force without inflicting real damage, that is to have Lethal Character. an attack that does not have Lethal Character will not score a Valid Hit. Minor accidents are inevitable, as with any martial art, however in order to minimise such occurrences certain types of attacks are forbidden and some weapons have restrictions laid upon them.

Forbidden blows

  1. Thrusts - Thrusts to any part of the leg or off target areas are forbidden. Thrusts to the target areas are valid hits but must be strictly controlled. The thrusting arm must not be locked.
  2. Attacks to the head - Hits to the head or normally forbidden. Attacks to the head should, however, be taught and may be used in a scripted performance between two experienced warriors. Such attacks should be well telegraphed and may only contact with the helmet provided the shot has been rehearsed and approved of by both warriors' Training Thegns.

Restrictions on Weapons

  1. Sword - Swords are primarily cutting weapons, however thrusts are allowed although warriors must comply with the rules for thrusts. A cut or thrust to the Target Area will count has a valid hit and cause a kill. A cut or thrust to the Off Target Area is not a valid hit, however if a warrior receives a hit to the Off Target Area in front of the audience then he/she should act as if they had been wounded.
  2. Scramaseax - Scramaseaxs are primarily cutting weapons, however thrusts are allowed although warriors must comply with the rules for thrusts. A cut or thrust to the Target Area will count has a valid hit and cause a kill. A cut or thrust to the Off Target Area is not a valid hit, however if a warrior receives a hit to the Off Target Area in front of the audience then he/she should act as if they had been wounded.
  3. Hand Axe - Hand axes are cutting weapons and may not be used for thrusting. A cut to the Target Area will count as a valid hit and cause a kill. A cut to the Off Target Area is not a valid hit, however if a warrior receives a hit to the Off Target Area in front of the audience then he/she should act as if they had been wounded.
  4. Long Axe - Long axes are powerful cutting weapons and should be used as such. Tenth century long axes curved to a point so thrusts are permitted. Warriors must, however, comply with the rules for thrusts. A cut or thrust to the Target Area will count has a valid hit and cause a kill. A cut or thrust to the Off Target Area is not a valid hit, however if a warrior receives a hit to the Off Target Area in front of the audience then he/she should act as if they had been wounded. A long axe may not be used by a warrior who has not passed the long axe test.
  5. Spear - Spears are thrusting weapons and warriors must comply with the rules for thrusts; however a cut to the upper leg with a spear head will count as a Valid Hit. Warriors who with to use a spear in free style combat must have passed the spear test. A spear may be used by a warrior who has not passed the spear test, but only as part of a spear unit in a scripted display - the spear must then be discarded before entring free style combat. A thrust to the Target Area or a cut to the leg part of the Target Area will count as a Valid Hit and cause a kill. A thrust to the Off Target Area or a cut to the Target Area other than the leg is not a Valid Hit, however if a warrior receives a hit to the Off Target Area in front of the audience then he/she should act as if they had been wounded.
  6. Javelin - The javelin may be used in two ways. It may be used as a short spear, in which case the rules pertaining to spears apply (see above). The javelin may also be thrown but only in the scripted part of the show and only by someone who is scripted to do so. The warrior throwing the javelin is responsible for where the weapon lands after he/she throws it and must make eye to eye contact with his target before throwing. The javelin must not be thrown if the audience is close to the target or if there are bodies lying in the target area. An untrained person must never used a javelin in any capacity.
  7. Shield - Shields may be used to strike an opponent but will not score a Valid Hit.
  8. Helmets - Helmets are defensive equipment. They should not be used to strike an opponent and a hit from one should be ignored. Use as an offensive weapon in scripted displays is permitted.

Injuries

Injuries will happen; these will normally only be cuts and bruises but may occasionally be more serious. Warriors are encouraged to report any injuries that they themselves have inflicted upon others.

The Honour Code - In the case of minor injuries that require little or no medical treatment, warriors are expected to resolve any problems between themselves. Only cases where both parties are not satisfied with the outcome should consult their Group Combat Training Thegn or the Society Combat Training Thegn.

In the case of an injury requiring medical attention the warrior should report either to a Group or the Society Combat Training Thegn. In these cases, the warriors skill with the weapon causing the injury will be re-assessed. Unless this is found to be unsound no further action will be taken.

If a warrior does not report him/herself as being responsible for causing an injury, which they can reasonbly be expected to know that they have caused, and is later identified, then disciplinary action will be taken.

Any warrior not honest enough to report the injury they have caused or noble enough to accept the blame gracefully will be banned from all combat except when training under the supervision of a Combat Training Thegn. This ban will last until they can be retested on the weapon with which they originally caused the injury at the next Major muster or Society Training weekend.

It must be stressed that the warrior is not being disciplined for causing an injury. Any punitive actions taken by the Thegns of the Society are as a result of the warriors behaviour after the injury was caused.

Terminology


Technical:

Attack
Offensive action against an opponent with the intention of making a valid hit. May be Direct or Indirect.
Block and counter
A parry and riposte.
Circular Parry
The blocking of an opponents attack by the defender placing his/her weapon in the path of his/her attackers weapon and then forcing the weapon away in a circular motion.
Control
The ability to make a hit without causing damage to the opponent, the opponent's equipment, or the attacker's weapon. Also, the ability to arrest the motion of a weapon when necessary.
Counter Attack
An immediate attack into an opponents attack.
Direct Attack
An attack on an opponent without changing the position (or line) of the weapon.
Direct Riposte
The immediate attack on an opponent in the same line after successfully parrying an attack.
Disarm
The taking of an opponents weapon immediately after a successful parry.
Dodge
The avoidance of a hit by moving to the left or right.
Feint
The deceiving of an opponent as to the point of attack.
Hit
The striking of an opponent with hand, weapon, or equipment on any part of the body.
Indirect Attack
An attack made on an opponent where the position (or line) of the weapon is changed as the attack is made.
Indirect Riposte
The immediate attack on an opponent where the position (or line) of the weapon is changed as the attack is made after successfully parrying an attack.
Kill
The effect of a valid hit.
Lethal Character
An attack delivered in such a way as to give the impression that the warrior receiving the blow has suffered a hit that would inflict a death wound.
Melee
Hand to hand combat between two opposing groups of warriors.
Off Target Area
That part of the body towards which it is not permitted to direct a shot.
Parry
The blocking of an opponents attack by the defender placing his/her weapon or shield in the path of his/her attackers weapon.
Riposte
The immediate attack on an opponent after successfully parrying an attack. May be Direct or Indirect.
Stance
The position of a warriors body during combat.
Target Area
That part of the body which if hit by a weapon will score a kill.
Valid Hit
The striking of an opponent with a weapon to the target area.
Warrior
Any person who takes part in combat.
Weapon
The implement with which a valid hit may be made.

Formations:

Advance The movement of warriors to the front. At Ease A line of warriors no prepared for combat. Boars Snout A wedge or "v" shaped formation adopted by a group of warriors in a shield wall who intend to break through an opposing shield wall. Disorder A group of warriors who were previously in formation but have been broken up by the nature of the ground or enemy action. Double Shield Wall The formation adopted by a group of warriors when in line and preparing to receive missile fire. Extended Order The formation adopted by a group of warriors when in a line and two arms length apart. Hunting Group A small body of warriors, usually three, who are fighting as a team. Open Order The formation adopted by a group of warriors when in a line and one arms length apart. Rally The bringing together of a group of warriors at a given point after they have become dispersed, usually where their Jarl or Standard is located. Reform The adoption of the previous formation after becoming disordered. Right/Left Wheel The moving of a line of warriors to the left or right. Shield Wall The formation adopted by a group of warriors when in line with their shields overlapping. Unformed A group of warriors who are not in any ordered formation but which are otherwise under the control of a commander.


Orders:

About Turn
The order to reverse the direction a group of warriors is facing.
At Ease
The order to adopt the at ease position.
Boars Snout
The order to adopt this formation.
Close Up
The order to close up ranks after forming two ranks or to cancel an Open or Extended Order formation.
Extended Order
The order to adopt this formation.
Form Two Ranks
The order to adopt two ranks, sometimes as part of the Double Shield Wall.
Front Rank Kneel
The order for the front rank to kneel as part of the Double Shield Wall formation.
Front Rank Stand
The order for the front rank to stand when coming out of the Double Shield Wall formation.
Halt
The order to stop moving.
March On
The order to advance.
Open Order
The order to adopt this formation.
Prepare to Receive Missiles
The warning order to adopt the Double Shield Wall formation.
Rally
The order to bring together a group of warriors at a given point after they have become dispersed.
Reform
The order to adopt the previous formation after becoming disordered.
Right/Left Wheel
The order to move a line of warriors left or right.
Second Rank Disengage
The order for the second rank to stand and move back when coming out of Double Shield Wall formation.
Second Rank Engage
The order for the second rank to place their shields over the front rank and kneel as part of the Double Shield Wall formation.
Shield Wall
The order to adopt this formation.
Weapons
The order to bring weapons up to the shield when in shield wall formation.

Formation Maneovers:

About Turn
The warriors stand in a line or shield wall.

On the command "About Turn" the warriors turn to the right 180 degrees. As they do so each warrior brings his/her shield over his/her head with the shield arm straight. The shield is then returned to the original position but with the warrior facing the opposite direction.

At Ease
The warriors stand in line facing the enemy with their weapons and shields held at their sides in a relaxed manner.
Boars Snout
The warriors stand in Shield wall facing the enemy.

Before giving the order "Boars Snout" the unit commander designates a warrior as the Centre.

On the command "Boars Snout" this warrior starts to advance upon the enemy.

The warriors to the left and right allow the Centre warrior to take a step and then tuck themselves in behind the Centre warriors shield.

The remaining warriors in the shield wall follow suit. They allow the warrior nearest to the Centre to take a step before they do so, thus creating a V shaped formation.

Any warriors that may be in the second rank fill in the gap between the two limbs of the V giving the formation the strength to break through the opposing shield wall.

This is a command to advance upon the enemy. If it is required that the warriors should adopt this formation at the Halt then the command Halt should be given as soon as the formation is completed.

Extended Order
The warriors are in a single line in Open Order facing the enemy At Ease or in Shieldwall.

On the command "Extended Order" the extreme right hand warrior takes one step forward. All other warriors look to their right.

The next warrior to the left on seeing which way the first has gone takes a step in the opposite direction (i.e to the rear).

Each warrior then follows suit taking a step in the opposite direction to the warrior to their right.

The warriors in the front rank then maintain their position while those in the rear divide and move to the flanks where they form up in line two arm lengths apart. They adopt the At Ease or Shieldwall stance as appropriate.

Form One Rank
The warriors stand in two rank facing the enemy At Ease or in Shieldwall.

On the command "Form One Rank" the warriors in the front rank maintain their position; those in the rear divide and move to the flanks. There they form up in line shoulder to shoulder with the front rank. They adopt the At Ease or Shieldwall stance as appropriate.

Form Two Ranks
The warriors stand in a line facing the enemy At Ease or in Shieldwall.

On the command "Form Two Ranks" the extreme right hand warrior takes one step forward; all other warriors look to their right.

The next warrior to the left on seeing which way the first has gone takes a step in the opposite direction (i.e. the rear).

Each warrior then follows suit taking a step in the opposite direction to the warrior to their right.

On the command "Close Up" the warriors move sideways towards the centre until they are shoulder to shoulder.

Hunting Group
Hunting groups usually comprise three warriors working as a team to single out an enemy and kill them. There are a number of methods of doing this and are largely up to the individual warriors concerned.
Left/Right Wheel
The warriors stand in a line At Ease or in Shieldwall.

On the command ".... Wheel" the warrior at the end of the line in the direction of the wheel stands still but turns slowly on the spot. The next warrior slowly moves around the pivotal warrior in the direction of the ordered wheel. Each warrior in turn moves slightly faster around the pivotal warrior with the aim of keeping the line straight as it moves in the direction indicated.

March On
The warriors stand in Shieldwall facing the enemy.

On the command "March On" they all step off together towards the enemy.

Open Order
The warriors stand in a line facing the enemy At Ease or in Shieldwall.

On the command "Open Order" the extreme right hand warrior takes one step forward; all the other warriors look to their right.

The next warrior to the left on seeing which way the first has gone takes a step in the opposite direction (i.e. the rear).

Each warrior then follows suit taking a step in the opposite direction to the warrior to their right.

The warriors in the front rank then maintain their position while those in the rear divide and move to the flanks where they form up in line an arm length apart. They adopt the At Ease or Shieldwall stance as appropriate.

Preparing to Receive Missiles
The warriors stand in a line facing the enemy in Shieldwall.

On the command "Form Two Ranks" the extreme right hand warrior takes one step forward; all the other warriors look to their right.

The next warrior to the left on seeing which way the first has gone takes a step in the opposite direction (i.e. the rear).

Each warrior then follows suit taking a step in the opposite direction to the warrior to their right.

The warriors are then ordered to "Close Up" and they move closer together.

On the command "Front Rank Kneel" the front rank kneels and tucks their heads down behind their shields which should be interlocked as in a shield wall.

On the command "Second Rank Engage" the secon rank leans forward and places their shields over and obove those of the front rank. They tuck their heads down behind their shields which should be interlocked as in a shield wall.

On the command "Second Rank Disengage" the second rank stands up and moves their shields away from those of the front rank.

Rally
On the command "Rally" the warriors reform into line or Shieldwall on a given point or on the officer giving the order.
Reform
Usually given after the command "Rally", the command "Reform" instructs the warriors to adopt the previously held formation.
Shieldwall
The warriors stand in line with their shields and weapons held At Ease by their sides, facing the enemy with their feet apart.

On the command "Shieldwall" they move their weapon-side foot to the rear and bring their shield smartly up to the ready position. As they do so they overlap it with the shield of the warrior to their right. They do this in such a manner that a crashing sound is made as all the shields come together.

Once in position the shield-side arm is pressed against the shield forcing it out while at the same time pulling in with the hand. This provides the firmness required of the shield wall.

On the command "Weapons" the weapon (not spear or long axe) is brought up in an arc from the rear and brought down upon the shield with a loud crash. It is then held ready behind the shield.

If armed with a spear the warrior holds it vertically with the point downwards. On the command "Weapons" the spear is raised straight up until the point is above the shield rim. It is then brought down with the point in front of the shield. As it is brought down the point is raised until the spear is in a horizontal position.